本文整理汇总了Java中net.minecraft.client.renderer.GlStateManager.enableAlpha方法的典型用法代码示例。如果您正苦于以下问题:Java GlStateManager.enableAlpha方法的具体用法?Java GlStateManager.enableAlpha怎么用?Java GlStateManager.enableAlpha使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类net.minecraft.client.renderer.GlStateManager
的用法示例。
在下文中一共展示了GlStateManager.enableAlpha方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: drawScreen
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
@Override
public void drawScreen(int mouseX, int mouseY, float partialTicks)
{
GlStateManager.color(1, 1, 1, 1);
GlStateManager.disableLighting();
RenderHelper.disableStandardItemLighting();
RenderHelper.enableGUIStandardItemLighting();
GlStateManager.enableAlpha();
Minecraft.getMinecraft().getTextureManager().bindTexture(GUIDEBOOK_GUI_TEXTURE);
int i = (width - 256) / 2;
int j = (height - 192) / 2;
this.drawTexturedModalRect(i, j, 0, 0, 256, 192);
this.itemRender.renderItemIntoGUI(new ItemStack(Items.WRITABLE_BOOK), (width / 2) - 100, (height / 2) - 85);
//String text = "test tset";
//this.fontRendererObj.drawString(text, (width / 2) - ((text.length() * 5) / 2), (height / 2) - 30, TextFormatting.GRAY.getColorIndex());
}
示例2: renderPumpkinOverlay
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
private void renderPumpkinOverlay(ScaledResolution scaledRes)
{
GlStateManager.disableDepth();
GlStateManager.depthMask(false);
GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
GlStateManager.disableAlpha();
this.mc.getTextureManager().bindTexture(PUMPKIN_BLUR_TEX_PATH);
Tessellator tessellator = Tessellator.getInstance();
VertexBuffer vertexbuffer = tessellator.getBuffer();
vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX);
vertexbuffer.pos(0.0D, (double)scaledRes.getScaledHeight(), -90.0D).tex(0.0D, 1.0D).endVertex();
vertexbuffer.pos((double)scaledRes.getScaledWidth(), (double)scaledRes.getScaledHeight(), -90.0D).tex(1.0D, 1.0D).endVertex();
vertexbuffer.pos((double)scaledRes.getScaledWidth(), 0.0D, -90.0D).tex(1.0D, 0.0D).endVertex();
vertexbuffer.pos(0.0D, 0.0D, -90.0D).tex(0.0D, 0.0D).endVertex();
tessellator.draw();
GlStateManager.depthMask(true);
GlStateManager.enableDepth();
GlStateManager.enableAlpha();
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
}
示例3: doRenderLayer
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
@Override
public void doRenderLayer(EntityEvolvedEnderman entitylivingbaseIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch, float scale) {
endermanRenderer.bindTexture(RES_ENDERMAN_EYES);
GlStateManager.enableBlend();
GlStateManager.disableAlpha();
GlStateManager.blendFunc(GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ONE);
GlStateManager.disableLighting();
GlStateManager.depthMask(!entitylivingbaseIn.isInvisible());
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 61680.0F, 0.0F);
GlStateManager.enableLighting();
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
endermanRenderer.getMainModel().render(entitylivingbaseIn, limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scale);
endermanRenderer.setLightmap(entitylivingbaseIn);
GlStateManager.depthMask(true);
GlStateManager.disableBlend();
GlStateManager.enableAlpha();
}
示例4: apply2
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public static void apply2(IBakedModel model, int color) {
GlStateManager.enableAlpha();
GlStateManager.enableBlend();
GlStateManager.depthMask(false);
GlStateManager.depthFunc(514);
GlStateManager.disableLighting();
GlStateManager.blendFunc(SourceFactor.SRC_COLOR, DestFactor.ONE);
Minecraft.getMinecraft().getTextureManager().bindTexture(new ResourceLocation("minecraft", "textures/misc/enchanted_item_glint.png"));
GlStateManager.matrixMode(5890);
GlStateManager.pushMatrix();
GlStateManager.scale(8.0F, 8.0F, 8.0F);
float f = Minecraft.getSystemTime() % 3000L / 3000.0F / 8.0F;
GlStateManager.translate(f, 0.0F, 0.0F);
GlStateManager.rotate(-50.0F, 0.0F, 0.0F, 1.0F);
RenderModel.render(model, color);
GlStateManager.popMatrix();
GlStateManager.matrixMode(5888);
GlStateManager.blendFunc(SourceFactor.SRC_ALPHA, DestFactor.ONE_MINUS_SRC_ALPHA);
GlStateManager.enableLighting();
GlStateManager.depthFunc(515);
GlStateManager.depthMask(true);
Minecraft.getMinecraft().getTextureManager().bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE);
}
示例5: doRenderLayer
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public void doRenderLayer(EntityDragon entitylivingbaseIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch, float scale)
{
this.dragonRenderer.bindTexture(TEXTURE);
GlStateManager.enableBlend();
GlStateManager.disableAlpha();
GlStateManager.blendFunc(GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ONE);
GlStateManager.disableLighting();
GlStateManager.depthFunc(514);
int i = 61680;
int j = 61680;
int k = 0;
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 61680.0F, 0.0F);
GlStateManager.enableLighting();
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
this.dragonRenderer.getMainModel().render(entitylivingbaseIn, limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scale);
this.dragonRenderer.setLightmap(entitylivingbaseIn, partialTicks);
GlStateManager.disableBlend();
GlStateManager.enableAlpha();
GlStateManager.depthFunc(515);
}
示例6: renderItemIntoGUI
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public void renderItemIntoGUI(ItemStack stack, int x, int y)
{
IBakedModel ibakedmodel = this.itemModelMesher.getItemModel(stack);
GlStateManager.pushMatrix();
this.textureManager.bindTexture(TextureMap.locationBlocksTexture);
this.textureManager.getTexture(TextureMap.locationBlocksTexture).setBlurMipmap(false, false);
GlStateManager.enableRescaleNormal();
GlStateManager.enableAlpha();
GlStateManager.alphaFunc(516, 0.1F);
GlStateManager.enableBlend();
GlStateManager.blendFunc(770, 771);
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
this.setupGuiTransform(x, y, ibakedmodel.isGui3d());
ibakedmodel.getItemCameraTransforms().applyTransform(ItemCameraTransforms.TransformType.GUI);
this.renderItem(stack, ibakedmodel);
GlStateManager.disableAlpha();
GlStateManager.disableRescaleNormal();
GlStateManager.disableLighting();
GlStateManager.popMatrix();
this.textureManager.bindTexture(TextureMap.locationBlocksTexture);
this.textureManager.getTexture(TextureMap.locationBlocksTexture).restoreLastBlurMipmap();
}
示例7: doRenderLayer
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public void doRenderLayer(EntityDragon entitylivingbaseIn, float p_177141_2_, float p_177141_3_, float partialTicks, float p_177141_5_, float p_177141_6_, float p_177141_7_, float scale)
{
this.dragonRenderer.bindTexture(TEXTURE);
GlStateManager.enableBlend();
GlStateManager.disableAlpha();
GlStateManager.blendFunc(1, 1);
GlStateManager.disableLighting();
GlStateManager.depthFunc(514);
int i = 61680;
int j = i % 65536;
int k = i / 65536;
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)j / 1.0F, (float)k / 1.0F);
GlStateManager.enableLighting();
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
this.dragonRenderer.getMainModel().render(entitylivingbaseIn, p_177141_2_, p_177141_3_, p_177141_5_, p_177141_6_, p_177141_7_, scale);
this.dragonRenderer.func_177105_a(entitylivingbaseIn, partialTicks);
GlStateManager.disableBlend();
GlStateManager.enableAlpha();
GlStateManager.depthFunc(515);
}
示例8: beginSpiderEyes
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public static void beginSpiderEyes()
{
if (isRenderingWorld && programsID[18] != programsID[0])
{
useProgram(18);
GlStateManager.enableAlpha();
GlStateManager.alphaFunc(516, 0.0F);
GlStateManager.blendFunc(770, 771);
}
}
示例9: func_180474_b
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
private void func_180474_b(float p_180474_1_, ScaledResolution p_180474_2_)
{
if (p_180474_1_ < 1.0F)
{
p_180474_1_ = p_180474_1_ * p_180474_1_;
p_180474_1_ = p_180474_1_ * p_180474_1_;
p_180474_1_ = p_180474_1_ * 0.8F + 0.2F;
}
GlStateManager.disableAlpha();
GlStateManager.disableDepth();
GlStateManager.depthMask(false);
GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
GlStateManager.color(1.0F, 1.0F, 1.0F, p_180474_1_);
this.mc.getTextureManager().bindTexture(TextureMap.locationBlocksTexture);
TextureAtlasSprite textureatlassprite = this.mc.getBlockRendererDispatcher().getBlockModelShapes().getTexture(Blocks.portal.getDefaultState());
float f = textureatlassprite.getMinU();
float f1 = textureatlassprite.getMinV();
float f2 = textureatlassprite.getMaxU();
float f3 = textureatlassprite.getMaxV();
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX);
worldrenderer.pos(0.0D, (double)p_180474_2_.getScaledHeight(), -90.0D).tex((double)f, (double)f3).endVertex();
worldrenderer.pos((double)p_180474_2_.getScaledWidth(), (double)p_180474_2_.getScaledHeight(), -90.0D).tex((double)f2, (double)f3).endVertex();
worldrenderer.pos((double)p_180474_2_.getScaledWidth(), 0.0D, -90.0D).tex((double)f2, (double)f1).endVertex();
worldrenderer.pos(0.0D, 0.0D, -90.0D).tex((double)f, (double)f1).endVertex();
tessellator.draw();
GlStateManager.depthMask(true);
GlStateManager.enableDepth();
GlStateManager.enableAlpha();
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
}
示例10: drawCircle2D
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public static void drawCircle2D(double radius, double x, double y, Color color, int accuracy, int lineWidth)
{
GlStateManager.pushMatrix();
GlStateManager.pushAttrib();
GlStateManager.disableTexture2D();
GlStateManager.enableBlend();
GlStateManager.disableAlpha();
GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA,
GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE,
GlStateManager.DestFactor.ZERO);
GlStateManager.shadeModel(7425);
GL11.glLineWidth(lineWidth);
Tessellator tes = Tessellator.getInstance();
BufferBuilder vb = tes.getBuffer();
vb.begin(GL11.GL_LINE_LOOP, DefaultVertexFormats.POSITION_COLOR);
for (int seg = 0; seg < (360 / accuracy); seg++)
{
vb.pos(x + (Math.cos(Math.toRadians(seg * accuracy)) * radius),
y + (Math.sin(Math.toRadians(seg * accuracy)) * radius), 0)
.color(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha()).endVertex();
}
tes.draw();
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GlStateManager.disableBlend();
GlStateManager.shadeModel(GL11.GL_FLAT);
GlStateManager.color(1, 1, 1, 1);
GlStateManager.enableTexture2D();
GlStateManager.enableAlpha();
GlStateManager.popAttrib();
GlStateManager.popMatrix();
}
示例11: doRenderLayer
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public void doRenderLayer(EntitySpider entitylivingbaseIn, float p_177141_2_, float p_177141_3_, float partialTicks, float p_177141_5_, float p_177141_6_, float p_177141_7_, float scale)
{
this.spiderRenderer.bindTexture(SPIDER_EYES);
GlStateManager.enableBlend();
GlStateManager.disableAlpha();
GlStateManager.blendFunc(1, 1);
if (entitylivingbaseIn.isInvisible())
{
GlStateManager.depthMask(false);
}
else
{
GlStateManager.depthMask(true);
}
int i = 61680;
int j = i % 65536;
int k = i / 65536;
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)j / 1.0F, (float)k / 1.0F);
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
this.spiderRenderer.getMainModel().render(entitylivingbaseIn, p_177141_2_, p_177141_3_, p_177141_5_, p_177141_6_, p_177141_7_, scale);
i = entitylivingbaseIn.getBrightnessForRender(partialTicks);
j = i % 65536;
k = i / 65536;
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)j / 1.0F, (float)k / 1.0F);
this.spiderRenderer.func_177105_a(entitylivingbaseIn, partialTicks);
GlStateManager.disableBlend();
GlStateManager.enableAlpha();
}
示例12: rotateAndBlurSkybox
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
/**
* Rotate and blurs the skybox view in the main menu
*/
private void rotateAndBlurSkybox(float p_73968_1_)
{
this.mc.getTextureManager().bindTexture(this.backgroundTexture);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
GL11.glCopyTexSubImage2D(GL11.GL_TEXTURE_2D, 0, 0, 0, 0, 0, 256, 256);
GlStateManager.enableBlend();
GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
GlStateManager.colorMask(true, true, true, false);
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR);
GlStateManager.disableAlpha();
int i = 3;
for (int j = 0; j < i; ++j)
{
float f = 1.0F / (float)(j + 1);
int k = this.width;
int l = this.height;
float f1 = (float)(j - i / 2) / 256.0F;
worldrenderer.pos((double)k, (double)l, (double)this.zLevel).tex((double)(0.0F + f1), 1.0D).color(1.0F, 1.0F, 1.0F, f).endVertex();
worldrenderer.pos((double)k, 0.0D, (double)this.zLevel).tex((double)(1.0F + f1), 1.0D).color(1.0F, 1.0F, 1.0F, f).endVertex();
worldrenderer.pos(0.0D, 0.0D, (double)this.zLevel).tex((double)(1.0F + f1), 0.0D).color(1.0F, 1.0F, 1.0F, f).endVertex();
worldrenderer.pos(0.0D, (double)l, (double)this.zLevel).tex((double)(0.0F + f1), 0.0D).color(1.0F, 1.0F, 1.0F, f).endVertex();
}
tessellator.draw();
GlStateManager.enableAlpha();
GlStateManager.colorMask(true, true, true, true);
}
示例13: drawLine
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public static void drawLine(Vec3d startPos, Vec3d endPos, int color, boolean smooth, float width) {
Tessellator tessellator = Tessellator.getInstance();
BufferBuilder BufferBuilder = tessellator.getBuffer();
Vec3d endVecPos = endPos.subtract(startPos);
float r = (float)(color >> 16 & 255) / 255.0F;
float g = (float)(color >> 8 & 255) / 255.0F;
float b = (float)(color & 255) / 255.0F;
float a = (float)(color >> 24 & 255) / 255.0F;
if(smooth)
GL11.glEnable(GL11.GL_LINE_SMOOTH);
GL11.glLineWidth(width);
GlStateManager.pushMatrix();
GlStateManager.translate(startPos.x, startPos.y, startPos.z);
GlStateManager.disableTexture2D();
GlStateManager.enableBlend();
GlStateManager.disableAlpha();
GlStateManager.tryBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, 1, 0);
GlStateManager.shadeModel(GL11.GL_SMOOTH);
BufferBuilder.begin(GL11.GL_LINES, DefaultVertexFormats.POSITION_COLOR);
BufferBuilder.pos(0, 0, 0).color(r, g, b, a).endVertex();
BufferBuilder.pos(endVecPos.x, endVecPos.y, endVecPos.z).color(r, g, b, a).endVertex();
tessellator.draw();
if(smooth)
GL11.glDisable(GL11.GL_LINE_SMOOTH);
GlStateManager.shadeModel(GL11.GL_FLAT);
GlStateManager.disableBlend();
GlStateManager.enableAlpha();
GlStateManager.enableTexture2D();
GlStateManager.enableDepth();
GlStateManager.enableCull();
GlStateManager.popMatrix();
}
示例14: renderItemWithTransform
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public static void renderItemWithTransform(World world, ItemStack stack,
ItemCameraTransforms.TransformType transform)
{
GlStateManager.pushMatrix();
GlStateManager.pushAttrib();
GlStateManager.enableCull();
GlStateManager.depthMask(true);
RenderHelper.enableStandardItemLighting();
GlStateManager.enableAlpha();
GlStateManager.enableRescaleNormal();
GlStateManager.alphaFunc(516, 0.1F);
GlStateManager.enableBlend();
GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA,
GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE,
GlStateManager.DestFactor.ZERO);
IBakedModel ibakedmodel = Minecraft.getMinecraft().getRenderItem().getItemModelWithOverrides(stack, world,
(EntityLivingBase) null);
IBakedModel transformedModel = net.minecraftforge.client.ForgeHooksClient.handleCameraTransforms(ibakedmodel,
transform, false);
Minecraft.getMinecraft().getRenderItem().renderItem(stack, transformedModel);
GlStateManager.disableBlend();
GlStateManager.disableAlpha();
RenderHelper.disableStandardItemLighting();
GlStateManager.depthMask(false);
GlStateManager.disableCull();
GlStateManager.popAttrib();
GlStateManager.popMatrix();
}
示例15: setupBlend
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public static void setupBlend(int p_setupBlend_0_, float p_setupBlend_1_)
{
switch (p_setupBlend_0_)
{
case 0:
GlStateManager.disableAlpha();
GlStateManager.enableBlend();
GlStateManager.blendFunc(770, 771);
GlStateManager.color(1.0F, 1.0F, 1.0F, p_setupBlend_1_);
break;
case 1:
GlStateManager.disableAlpha();
GlStateManager.enableBlend();
GlStateManager.blendFunc(770, 1);
GlStateManager.color(1.0F, 1.0F, 1.0F, p_setupBlend_1_);
break;
case 2:
GlStateManager.disableAlpha();
GlStateManager.enableBlend();
GlStateManager.blendFunc(775, 0);
GlStateManager.color(p_setupBlend_1_, p_setupBlend_1_, p_setupBlend_1_, 1.0F);
break;
case 3:
GlStateManager.disableAlpha();
GlStateManager.enableBlend();
GlStateManager.blendFunc(774, 771);
GlStateManager.color(p_setupBlend_1_, p_setupBlend_1_, p_setupBlend_1_, p_setupBlend_1_);
break;
case 4:
GlStateManager.disableAlpha();
GlStateManager.enableBlend();
GlStateManager.blendFunc(1, 1);
GlStateManager.color(p_setupBlend_1_, p_setupBlend_1_, p_setupBlend_1_, 1.0F);
break;
case 5:
GlStateManager.disableAlpha();
GlStateManager.enableBlend();
GlStateManager.blendFunc(0, 769);
GlStateManager.color(p_setupBlend_1_, p_setupBlend_1_, p_setupBlend_1_, 1.0F);
break;
case 6:
GlStateManager.disableAlpha();
GlStateManager.enableBlend();
GlStateManager.blendFunc(1, 769);
GlStateManager.color(p_setupBlend_1_, p_setupBlend_1_, p_setupBlend_1_, 1.0F);
break;
case 7:
GlStateManager.disableAlpha();
GlStateManager.enableBlend();
GlStateManager.blendFunc(774, 768);
GlStateManager.color(p_setupBlend_1_, p_setupBlend_1_, p_setupBlend_1_, 1.0F);
break;
case 8:
GlStateManager.enableAlpha();
GlStateManager.disableBlend();
GlStateManager.color(1.0F, 1.0F, 1.0F, p_setupBlend_1_);
}
GlStateManager.enableTexture2D();
}